Brigade Rules v1.3b - v2
Brigade Rules v1.3b - v2
SERIES RULES
© 2022 Worthington Publishing / Old School Wargames VERSION 1.3B
Changes between Version 1.2 and 1.3 are noted by a Green Highlight. Deleted items have a strikethrough.
1.0 INTRODUCTION: KEY RULE:ZOC extends into all 6 hexes around a non-routed
The Civil War Brigade Battle Series allows players to combat unit, except across prohibited terrain. Units must stop
take command of the Union and Confederate Armies in movement when entering an enemy ZOC.
famous battles from the American Civil War. Each player 1.1.3 STRENGTH POINTS (SP) AND STRENGTH
will command either the Union or Confederate army and COUNTERS:
maneuver their combat units across a game board of one of
these battles. All combat units have a number value in the lower right
corner, shown in a colored box. This is their strength points
The combat units represent the infantry, cavalry, and artillery (SP hereafter).
with icons shown of each. Designators giving historical
information such as unit name, a strength point factor (SP The infantry and cavalry combat units’ original full-strength
hereafter), and a morale indicator are shown on the unit. points (SP) is shown on the front (full color) side of the unit.
The back of the unit is a lighter shade of the front color and
These rules will serve as the series rules with specific Battle Books has an SP value that is roughly half (depending on the morale
included giving scenario set ups, historical details, designer of the full-strength SP).
notes, and special rules for particular battles where necessary.
In combat a unit’s SP may not be split up to combat
SHOWN IN BLUE HIGHLIGHTS THROUGHOUT THE RULES multiple hexes.
ARE KEY RULES. Where possible it breaks down a rule As combat units suffer losses in combat, an SP marker is
section to one or two important thoughts for that rule. placed under the unit to show its new lower SP. As the unit
Not all rules will apply in every game. The game specific rules suffers additional losses, the SP marker is rotated, flipped, or
will state which rules do not apply. replaced to reflect the units current lower SP. Rotate the SP
marker so the unit’s current SP is at the top (designator name
1.1 KEY CONCEPTS AND RULES: side) of the unit. When a unit reaches 0 SP, it is eliminated and
1.1.1 STACKING:Each hex may contain one combat unit per removed from the board.
hex. Combat units are infantry, cavalry, or artillery.
Leaders are non-combat units. Any number of leaders may
stack in a hex with any friendly combat unit.
Markers show different game functions and are not units. Any
number of markers (routed, breastworks, etc.) may be in the KEY RULE:As combat units take losses, place an SP marker
hex with a unit. (orient the new SP at the top of the unit) under the unit
showing the units new lower SP.
KEY RULE:Only one combat unit per hex.
1.1.4 SHATTERED: When an infantry or cavalry combat unit,
1.1.2 ZONE OF CONTROL (ZOC):All combat units have not artillery, loses roughly half of its original SP, the unit is
a ZOC that extends into the 6 hexes surrounding the hex flipped to its back side and considered Shattered.
they occupy. This ZOC crosses all terrain types except terrain
prohibited to cross or enter. Shattered units may not enter an enemy ZOC, but do not
have to exit enemy ZOC during movement and may fire
Units entering an enemy ZOC must stop movement for that offensively and defensively. Shattered units may not use the
turn. Units may move out of enemy units ZOC during the Column Movement Bonus.
movement portion of their turn, but may not enter the same
units ZOC in that turn. They may enter a different enemy units KEY RULE:When a infantry or cavalry unit reaches the SP
ZOC in that turn. shown on the back of the counter it is flipped (Shattered) and
It cost +1 Movement Point to exit an enemy ZOC. may no longer move into enemy ZOC.
Routed units have NO ZOC, other than the hex they occupy.
1
1.1.5 MORALE:A unit’s morale reflects its ability to The Turn Track shows Time of Entry for reinforcements to
withstand combat. Morale is shown on combat units by the enter the game. There is a Loss Track to keep track of the
box color surrounding its SP. losses for each side.
Morale is either Green (morale number of 5), Black (morale 2.3 THE UNITS:
number of 7), or Gold (morale number of 9). At the top of the unit is the Brigade or unit leader name. The
When doing a morale check, roll the ten-sided die and apply name is in a color bar that matches all units in that units’
any die modifiers based on terrain or leaders. If the modified division color. Below that is the division/corps leader for this
die result is higher than the number of the unit’s morale color, unit. This is important when checking command range from
the unit routs. that unit to its division or corps commander.
KEY RULE:Morale is either green, black, or gold. Below that to the right is the units starting setup hex or turn
of entry in the game.
1.1.6 GAME SCALE:Each hexagon on the board represents In the bottom right is the units starting strength points SP in
approximately 250 yds from side to side. Each game turn a square of Green, Black or Gold. The color is that unit’s
represents 1 hour of daylight or 3 or 4 hours of night. current morale.
1.1.7 COMBAT UNITS
All units belong to DR Jones division of Longstreets Corps. This is shown
Each infantry or cavalry unit normally represents a brigade by the red color bar with each brigade’s name and DR Jones/Long
(some smaller units may be shown) with each SP representing designation under the color bar.
roughly 100 men. Infantry and cavalry are combat units.
Artillery units are normally battalion strength with each SP
representing 2 cannons (adjusted for cannon type and
range). Artillery are combat units.
SP is 8, the gold SP is 8, the black SP is 3, the green
surrounding box surrounding box surrounding box
represents morale. represents morale. represents morale.
Gold Morale is 9. Black Morale is 7. Green Morale is 5.
2
2.3.4 Cavalry is always considered mounted unless they are » Second Player
marked DISMOUNTED. 1. Second player COMMAND PHASE
2.3.5 Artillery units have a front side showing 2. Second Player ORGANIZATION PHASE
a cannon firing or the back side (limbered) 3. Second Player OFFENSIVE ARTILLERY PHASE
showing a cannon attached to a limber wagon 4. Second Player MOVEMENT PHASE
for movement. 5. Second Player COMBAT PHASE
» First Player Defensive Fire
During the Offensive Artillery Phase the active player may
fire with artillery units in range and line of sight of opposing » Second Player Offensive Fire
units. If an artillery unit does not fire it may move. 6. Second Player RALLY PHASE
2.3.6 Leaders have a front side showing at the top the leaders The Turn Marker is advanced to the next hour on the turn
name. If the unit is a division leader the leaders name is in a color track. Players continue the sequence until the end of the
bar that matches all brigades in his division. Below his name the scenario being played.
corps commanders or designator name to which he belongs. 5.0 COMMAND PHASE
If the unit is a corps leader his name is in gold with the army 5.1 Command control is determined during the command
leaders name below that. Army commanders have their name phase. In order to move into an enemy ZOC a combat unit
at the top of the unit in a gold bar. must be in command control. In order to be in command
The back side of leaders show the word REPL (meaning control a unit be in command radius of its respective division
replacement) meaning his leader radius is reduced from 4 or corps leader.
hexes to 3 hexes. 5.2 COMMAND CONTROL:
Leaders stacked with combat units that make a morale check Infantry and cavalry units are in command control if they are
apply a -1 die roll modifier to the morale check. Only one within a 4-hex command range of their respective division
leader modifier may apply, even if more than one leader is in or corps leader. It is reduced to a 3-hex path for REPL leaders.
a hex with the unit. The path can cross any terrain except prohibited and may not
Leaders stacked with units that make a morale check apply a enter an enemy zone of control. Friendly units (not friendly
-1 die roll modifier to the morale check. ZOC) negate enemy zone of control for the purpose of tracing
the path.
NOTE:The word leader and commander are used throughout Independent combat units (unit name with an asterisk in a
the rules, each means the same. Leaders stacked with gold bar) are always in command control.
combat units apply a -1 die roll modifier to the morale check.
KEY RULE:The color bar the unit name is in should match
3.0 GETTING STARTED: the color bar of its leader.
3.1 Players should select a scenario, and side to command,
from the Battle Book. Each side should set up their units 5.2.1 Artillery is in command control if it is within command
according to the scenario chosen. Special rules and victory radius of 4 hexes of ANY friendly leader.
conditions should be read and understood by each player 5.2.2 Units that are determined to be in command control
prior to play. Play begins by the 1st player listed in the are in command control for the entire turn.
scenario starting his turn and following the Turn Sequence. 5.2.3 A unit not in command control range
4.0 TURN SEQUENCE: during the Command Phase is marked with an
4.1 The game is played in Game Turns in which each player OUT OF COMMAND marker. A unit marked OUT
completes their half of the turn. The first player in a turn will OF COMMAND remains out of command that
vary by battle. When both players have completed their half entire turn.
of a turn a complete turn is marked and the Turn Marker is KEY RULE:Infantry and cavalry are in command if within
moved to the next turn on the Turn Track. 4 hexes of their respective division or corps commander.
4.2 A COMPLETE GAME TURN IS AS FOLLOWS: Artillery is in command if within 4 hexes of any friendly
» First Player commander. If in command during the command phase they
remain so for the turn.
1. First player COMMAND PHASE
2. First Player ORGANIZATION PHASE 5.2.4 Units marked OUT OF COMMAND may not move into
3. First Player OFFENSIVE ARTILLERY PHASE enemy ZOC, but may remain in an enemy ZOC if they start
4. First Player MOVEMENT PHASE the turn in it, and may fire offensively and defensively.
5. First Player COMBAT PHASE
Units marked out of command may not build breastworks,
» Second Player Defensive Fire build bridges, burn bridges, depots or rail lines, nor search
» First Player Offensive Fire for fords. Out of Command units may not use the Column
6. First Player RALLY PHASE Movement Bonus.
3
KEY RULE: Out of Command units may not move into cavalry (mounted or dismounted). The unit may not move nor
enemy ZOC. fire offensively that turn. It may fire defensively.
If the unit is routed the marker is removed. During the next
5.3 LEADERS: turns Organization Phase, the marker is flipped to the side
Both sides normally have army, corps, and division leaders. All showing the BURNED side. The bridge or depot / rail line is
leaders add a -1 die modifier for morale checks for any unit considered destroyed, and the road benefit is negated for
from its command it is stacked with during morale checks. that river crossing for the rest of the scenario.
This is not cumulative for leaders, but the leader bonus
may be added to a terrain bonus. An army or corps leader KEY RULE:A depot/bridge may be destroyed by infantry
stacked with a division leader of their command extends the or cavalry (mounted or dismounted). Place or flip a FIRE
command radius for that division leader by 1 hex to 5. STARTED marker.
FOR EXAMPLE:Lee provides a -1 modifier to any unit in the 6.1.3 SEARCH FOR FORDS:In battles with unknown ford
Confederate army he is stacked with, while Jackson provides locations “?” markers will be placed next to ford locations. An
a -1 modifier to any unit from his corps he is stacked with, and infantry or cavalry (mounted or dismounted) unit that starts
Hood provides a -1 modifier to any unit from his division he is the Organization Phase in a hex adjacent to a ford marked
stacked with. with a “?” may flip the marker and either reveal a YES or NO on
the marker. If a YES, the ford is located there and the marker
5.3.1 If a leader is stacked with a unit and the unit is remains at that location to allow units to cross using the Ford
eliminated, or a 10 is the die result (modified or non- Terrain Effect. If a NO, the marker is removed and the hex is
modified) during combat, the player must check if the leader considered River Terrain.
is eliminated.
Roll the die again. On a result of 7 - 10, the leader is KEY RULE:An infantry or cavalry (mounted or dismounted)
eliminated and immediately flipped to its REPL side and unit that starts the phase next to a “?” Ford counter flips it.
placed with the nearest friendly unit. On a 1 – 6 the leader is
not eliminated, place the leader with the nearest friendly unit. 7.0 OFFENSIVE ARTILLERY PHASE:
7.1 The player who’s turn it is may fire with any
If a leader is in hex by themselves and are fired upon, on a of his unlimbered artillery units that are in range
result of 5 – 10, the leader is eliminated and immediately and line of sight of enemy units.
flipped to its replacement side. On a 1 – 4 it is a miss.
7.2 When an artillery unit fires, place a FIRED
5.3.2 If an enemy unit enters a hex adjacent to a leader alone marker on the unit. This unit may not move this turn.
in a hex, place the leader with the nearest friendly unit.
Any of that players artillery units that do not fire may move
6.0 ORGANIZATION PHASE: this turn.
6.1 During the organization phase In Command units may 7.2.1 Any number of artillery units may combine their fire at
conduct the following actions: a target hex, as long as each only fire once, and each target is
The following actions will depend upon the battle: only fired at once per offensive artillery fire phase.
6.1.1 BUILD BREASTWORKS:An infantry or dismounted All firing artillery must have line of sight to the target being
cavalry unit may build a breastwork in a hex. fired upon.
A breastwork marker is placed with the BUILD side face up 7.3 Any artillery unit that is firing uses the following
on top of the unit. The unit may not move nor fire offensively procedure:
that turn. It may fire defensively, but if routed the marker is » Each artillery unit firing at a target hex determines their
removed.
range to the target hex and any modifier for range. Count
During the next turns Organization Phase, the marker is the range from the artillery unit, but not the hex the
flipped to the side showing the built breastwork. If the unit artillery unit is in, to the target unit, counting the target
moves, the breastwork marker remains in the hex and may be units hex.
used by either player. A player may destroy the Breastworks » Total all modified, combined artillery SP firing at the target.
marker during the Organization Phase by having a unit in the » Determine any terrain modifiers and apply to the artillery
breastwork hex and removing the marker. SP.
Only one breastwork marker per hex is allowed. » Roll the combat die and cross reference the die result with
the total firing SP on the Combat Chart.
KEY RULE:A breastwork may be built by infantry or » Any results are applied immediately.
dismounted cavalry. Place or flip a BUILD marker.
» Place a FIRED marker on the artillery unit.
6.1.2 BURN BRIDGES / DEPOTS / RAIL LINE:The player
8.0 MOVEMENT PHASE
places a FIRE STARTED marker on a unit adjacent to a bridge
8.1 Each unit type has a base movement allowance per turn
or in a depot / rail line hex. The unit must be infantry or
given in a number of movement points (MP).
4
8.1.1 Infantry, cavalry, limbered artillery, and leaders may all mounted but may not fire, cavalry moves slower but may
move. Artillery with a FIRED marker on them may not move. conduct fire combat when dismounted.
Unlimbered artillery may not move unless they limber. 8.1.10 ARTILLERY LIMBER / UNLIMBER:To change
MOVEMENT artillery from unlimbered (able to fire) to limbered (able to
UNIT TYPE move), or vice versa, cost 2 MP.
POINTS
Infantry / Dismounted Cavalry / Limbered 8.1.11 CAVALRY MOUNT / DISMOUNT:To
6 change cavalry from mounted to dismounted
Artillery
cost 2 MP, mark the cavalry with a DISMOUNTED
Mounted Cavalry / Leaders 9
marker. To change cavalry from dismounted to
8.1.2 A player may move as many or as few of his units as mounted cost 2 MP, remove the DISMOUNTED
he wants during his movement phase, following all rules for marker.
terrain effects and ZOC. The basic is if you have the movement points to conduct the
8.1.3 During the movement phase, the current player may formation change in the formation you are currently in, then
move any unit up to its full movement points per turn, paying you transfer that MP to the formation you finish in.
the terrain cost for each hex entered and/or crossed.
FOR EXAMPLE:A mounted cavalry moves 3 MP and changes
8.1.4 A unit may not spend more movement points than it formation for 2 MP, he would have spent 5 MP and have 1 MP
has in a turn. A unit may not move across prohibited terrain. left in dismounted. If he had spent 4 to 7 MP he could do the
A unit may not save movement points for future turns. A unit formation change and have 0 MP left for dismounted, and if
may not transfer movement points to another unit. he spent 8 or 9 MP obviously he could not spend 2 MP for the
8.1.5 Units must stop when entering an enemy ZOC, but if formation change.
beginning in an enemy ZOC, may move out of that units ZOC
into another units ZOC in the same turn, but may not enter Now going from dismounted to mounted works opposite, if
the units ZOC that it began the move in. It cost +1 MP to exit he had spent 4 MP and then changed formation to mounted
an enemy ZOC. for 2 MP he would have 3 MP left to spend in the mounted
8.1.6 Limbered artillery MAY NOT move adjacent to enemy state.
combat units. (Note: This is a major change from earlier
versions). 8.2 COLUMN MOVEMENT BONUS:
Any unit that is not within 4 hexes of an enemy unit and is
FOR EXAMPLE:If a Union unit began the turn in Confederate moving on road or clear terrain only pays ½ MP per hex
unit A’s ZOC, it could move out of the ZOC of unit A, and into entered. If it enters any terrain other than road or clear, he
any other Confederate units ZOC, but not back into A’s ZOC. pays the full movement of the terrain entered.
Once it moves within 4 of an enemy unit it pays the full
Example of Movement: terrain cost of the hex it is entering regardless of road, etc.
Confederate unit Douglass EXAMPLE: A Union infantry unit is 6 hexes from a
has 6 MP, he moves into the
first hex paying 1 MP for clear
Confederate unit. To enter hex 6 and 5 along a road through
terrain. The next hex is woods woods only cost it a total of 1 MP (1/2 MP for each hex). It has
terrain costing 2 MP. The 5 MP once it enters the hex 4 from the Confederate unit.
next terrain is up 1 level so it
costs 1 additional MP (total Routed, Shattered, and Out of Command units may not use
of 2) and then 1 the last hex this bonus.
entered is clear on the same
level, costing 1 MP.
Example of Column Movement:
Because Confederate unit Armistead
is on the road, and more than 4 hexes
from a Union unit, he enters hex 3013
for ½ movement point(MP) and the hex
2913 for ½ MP, spending a total of 1 for
the 2 hexes.
Armistead is now 5 hexes from Union
8.1.7 Units may move through friendly units with no penalty. unit Gibbon, and has 5 MP remaining.
Because he is moving within 4 hexes of
8.1.8 Only one combat unit is allowed per hex. Any number a Union unit,column movement ends
of leaders may stack with a unit, and markers do not count and he pays full terrain cost of each hex.
against the stacking limit. He enters hex 2813 for 1 MP, and hex
2712 for 1 MP, he goes up 1 level and
8.1.9 FORMATION CHANGE:Artillery and Cavalry can spends 2 MP (1 for the hex, +1 to go up
change formation - Artillery has to be limbered to move and 1 level). For his last MP he moves into
unlimbered to conduct fire. Cavalry moves quicker when hex 2512, next to Union unit Gibbon.
5
8.3 REINFORCEMENTS: 1. LOS is blocked by woods, and towns.
Reinforcements that are due according to the scenario turn 2. If the firing unit has a hex of equal to or higher elevation
schedule may enter through the entry areas on the map as than the firing units elevation between it and the target
listed. They may use their full movement unless otherwise unit the line of sight is blocked.
stated and may use column movement bonus if possible. If a 3. If the firing unit has a hex of equal or higher elevation
reinforcement area has enemy units or enemy ZOC blocking than the target units elevation the line of sight is blocked.
it, the reinforcing units may enter in the next closest open (Key rule note: Please note the wording differences
hex of their choice. between the two cases above.
9.0 COMBAT PHASE (DEFENSIVE AND OFFENSIVE FIRE) 4. Friendly units being fired over that are adjacent to the
9.1 During the Combat Phase units conduct defensive target unit (Note:You can fire over friendly units at a
and offensive fire combat. Combat results are applied, target unit that is not adjacent to the unit being fired
and combat units of the moving player may advance into over).
defending hexes vacated as a result of combat. Only infantry, Adjacent units always have a clear line of sight.
dismounted cavalry, and unlimbered artillery may fire.
9.1.1 The current combat strength of a unit is shown by the
SP on the unit or the current SP based on the SP marker under
the unit. As the unit takes losses the SP marker is rotated, flipped,
or replaced to reflect the units current lower SP. When an infantry
or cavalry unit loses roughly half of its original SP (the SP shown
on the back of the unit), the unit is flipped to its Shattered Side.
When a unit reaches 0 SP it is eliminated from play.
9.1.2 Units are never required to fire at enemy units.
Line of Sight Examples:
9.1.3 Players may combine different units firing at the
Confederate Reserve 1 Artillery can fire at Union Gibbon as there is
same target during a combat phase. A player may fire at an no blocking terrain between them. Confederate Reserve 1 can also
enemy unit with as many friendly units as may legally do so, fire at Union Doubleday artillery for the same reasons. Confederate
combining all the SP into one attack. However, each unit may Reserve 1 can fire at Union Christian, despite Christian being adjacent
only fire or be fired at once per combat phase. An individual to Confederate unit Law, because he is not firing over Law as the line
of sight is along the hex line.
unit may not split its SP to fire at more than one target.
Confederate Hood artillery cannot fire at Union Christian because his
9.1.4 When halving combat strength (x ½) always round line of sight is over Confederate Law and Law is adjacent to Christian
down each unit individually (a firing units minimum SP is as the target. Confederate Hood artillery can fire at Union Gibbon and
always 1). Union Doubleday artillery because there is no blocking terrain.
Law can fire at Christian as they are adjacent and adjacent units can
9.2 DEFENSIVE FIRE: always fire at each other.
All of the non-moving players combat units that can legally fire,
may at the moving player’s units. Artillery and infantry/cavalry 9.5 FIRE COMBAT PROCEDURE:
can combine their fires if Line of Sight is clear for all units. Follow the procedure below for all fire combat, including
9.3 OFFENSIVE FIRE: offensive artillery:
All of the moving players infantry and dismounted cavalry units 1. Indicate the target hex and the units firing at the target.
that can legally fire, may at the non-moving players units. 2. Check the Range Chart on the Player Aid and modify each
firing unit’s SP separately. SP may be doubled, normal, or
KEY RULE:Routed units, and artillery may not fire during
halved (round down, but no unit’s SP may be modified
offensive fire.
below 1).
3. Total all units modified SP firing at the target unit.
9.4 LINE OF SIGHT:
4. Reference the total number of SP firing from step 2, on
To fire on an enemy unit at more than 1 hex range, the firing
the vertical column on the Combat Chart.
artillery unit must have line of sight to the target unit. Units
may always fire at adjacent units. Follow this procedure to 5. Roll the ten-sided die and apply modifiers from the “Die
determine Line of Sight: Roll Modifier” list below the Combat Chart on the Player
Aid. This information is also given in the Terrain Effects
Trace a line from the center of the target unit and firing Chart. Determine the final modified die roll. If more than
unit. If a line of sight is unable to be traced without crossing one modifier applies, only use the one most beneficial to
blocking terrain or units, then the line of sight is blocked. Line
the defender.
of sight is blocked by the following:
6. Cross reference the final modified die roll from step 4 with
the Firing SP column from step 3.
7. Apply the results from the Combat Chart immediately.
6
SPECIAL:Flank Fire--- a target unit that is fired on from 3 or
Combat Example:
more adjacent hexes adds a +1 modifier to the combat roll.
Union Offensive Fire, It is now
the Union offensive fire phase.
SPECIAL:Units firing at limbered artillery also receive a 1
column to the right shift on the combat chart. The Union player decides
his best chance to break the
line is to combine his fire. He
9.6 COMBAT RESULTS: combines the SP of Union unit
M:Make a morale check Caldwell and Meagher, giving
him 29 SP.
# RESULT:Reduce the target unit that many SP and make a
Because he is combining fire
morale check (follow morale check procedure below) he can only fire at Rodes,
#R RESULT:Reduce the target unit that many SP, retreat the because Rodes is adjacent
to both units. The Union player rolls the combat die roll, the result of
unit two hexes, and make a morale check.
which is a 7. Rodes is in the Sunken Road which means there is a -3
*:A result of 10 (modified or non-modified) causes a leader die roll modifier. The final die total is 4 (7 die roll – 3 for Sunken Road).
casualty check if a leader is present. Roll the 10-sided die and Rodes takes a 1 SP loss and must check morale. The Confederate player
places a 13 SP marker under Rodes. The Confederate player moves the
on a result of 7 or higher the leader is killed. Flip the leader Confederate x1 loss marker up 1 spot on the Loss Track.
counter to it’s REPL side. Its command range is now 3 hexes.
The Confederate player must check morale for Rodes and rolls a die
9.7 MORALE CHECK PROCEDURE: to check morale. His poor luck continues and he rolls a 10. Rodes
has gold morale which equals 9, an unmodified result of 10 is an
1. Determine the unit’s morale level based on its SP color. automatic Rout result. Rodes is routed 3 hexes and a Rout marker is
Morale is either Green (morale number of 5) morale, Black placed on him.
(morale number of 7), or Gold (morale number of 9). The Union player may advance one unit into the vacated hex, and
2. Roll the ten-sided die. Apply any die modifiers for leaders chooses to advance Meagher due to his gold morale.
and terrain from the Terrain Effects Chart on the player
aid card. Morale check modifiers are cumulative, with one 9.8 RETREAT AND ROUT:
modifier for leaders allowed, and one modifier for terrain. RETREAT: A unit that retreats is moved 2 hexes away from
3. If the number rolled is higher than the unit’s modified the unit that fired on it. This is not considered movement
morale number then the unit immediately Routs. A die so terrain cost is ignored. It must retreat towards a
roll of 10 before modifiers is an automatic rout. Reinforcement Entry hex or a friendly leader. The owning
player conducts the retreat.
Combat Example:
Confederate Defensive Fire,
It may not enter the same hex twice. It may not enter or cross
It is the Union turn and prohibited terrain, or exit the board. If it cannot retreat due to
movement has ended like the above it is eliminated.
this. It is now the Confederate
defensive fire phase. It may retreat through enemy ZOC but loses 1 SP for each hex
of enemy ZOC retreated through, but may not end a Retreat
For his first combat he
combines the fire of in enemy ZOC.
Confederate Unit GB If the retreating unit ends up stacked with another unit
Anderson (12 SP) and Rodes
(14 SP) to total 26 SP firing at
after 2 hexes, it continues retreating until it does not
Union Richardson artillery. violate stacking rules.
Using the 25 – 28 column Artillery on it’s unlimbered side that receive a retreat result
of the Combat Chart, the Confederate player rolls a 9, the result of
which is 3R. The Union player places an SP marker at 3 SP under the is reduced by 1 SP (in addition to losses by combat) and
Richardson artillery. Because of the R result the Union player flips the flipped to its limbered side, then retreat.
artillery to it’s limbered side and retreats the artillery 2 hexes away
from the firing unit. He must further reduce the artillery from 3 SP to 2
A leader that is stacked with a unit that is forced to
SP due to the artillery retreat rule. Retreat/Rout may remained stacked with and retreat/
Because Richardson took a combat loss, a morale check is made by
rout with the unit OR move to the closest friendly unit OF
rolling a die. Richardson’s morale is black which provides a morale THE SAME COMMAND within 3 hexes. If no friendly unit
number of 7. The morale check die roll is a 5, meaning Richardson are within 3 hexes, the leader must retreat/rout with the
passes the morale check. The Union player moves the Union x1 loss routing unit.
counter up 4 spots on the Loss Track.
ROUT: A unit that routs is marked with a ROUT marker. It is
Confederate Unit McRae fires on Union unit Meagher with 17 SP, using
the 17 to 20 column on the Combat Chart. The Confederate player retreated 3 hexes (this is not considered movement so ignore
rolls and gets a 3 on the die, yielding a morale check for Meagher. terrain cost except for terrain that is prohibited to enter or
The Union player rolls the morale check die, the result of which is a cross, in which case the unit is eliminated). It must retreat
9. Meagher’s morale is gold which means his morale number is 9. He towards a Reinforcement entry hex for its side if there is one,
passes his morale check.
or towards its division, corps, or army leader if no entry hex is
available. The owning player conducts the retreat.
7
It may not enter the same hex twice. It may not enter or cross with. Units may recover from the effects of being shattered
prohibited terrain, or exit the board. If it cannot retreat due to because of this rule.
the above it is eliminated.
12.0 TIDE OF BATTLE MARKERS
It may rout through enemy ZOC but loses 1 SP for each hex Each player has a Tide of Battle marker that has the image
of enemy ZOC routed through, but may not end a Rout in of a die. A Tide of Battle marker may be used to re-roll a die
enemy ZOC. rolled by the player involving any in command unit. This re-
Routed units may move 1 hex during their movement roll may be for a morale check or a fire combat attack only (it
phase, ignoring terrain cost, but must not end up closer to may not be used to re-roll one of your opponents die rolls.).
an enemy unit. When used place the Tide of Battle marker to the side of the
A routed unit that receives any results other than NO RESULT board to remind players it has been used.
when fired on during combat retreat 3 additional hexes and For multiple day battle scenarios the Tide of Battle marker
remain routed. Units with Rout markers may not move into may be used once for each day of battle. During night turns
an enemy ZOC. Routed units have NO ZOC other than the hex when checking for stragglers, flip the Tide of Battle markers
they occupy. Routed units may not fire during defensive or from their Used Side to the front side of the marker.
offensive combat.
13.0 SCENARIO SETUP:
KEY RULE:A routed unit retreats towards a reinforcement Each game’s Battle Book will give set ups for the game and
entry hex or friendly leader. If fired on while routed, any result any scenario, as well as Victory Conditions and special rules
other than NO RESULT routs the unit an additional 3 hexes. for that particular battle.
Artillery on its unlimbered side that rout is reduced by 1 Most games will have the units starting setup and turn of
additional SP (in addition to any losses by combat) and reinforcement printed directly on the counter for the full
flipped to its limbered side and rout. battle scenario.
A routing unit may retreat through a hex with friendly units 14.0 VICTORY:
but may not stop, If the routing unit ends up stacked with Victory Points are Awarded for terrain objective hexes as per
another unit after 3 hexes, it continues routing until it does not the scenario book and the scenario being played. Control of
violate stacking rules. Each friendly unit moved through during a terrain objective hex is determined by the last side to move
the rout must immediately conduct a morale check. through or occupy the hex.
9.9 ADVANCE: Victory points are also awarded for casualties inflicted upon
An attacking unit may advance into a hex of the defending the enemy army. Markers are provided for x1, x10, x100
player that is vacated because of combat. A player firing casualties for each army. As units take losses advance the
defensively may not advance as a result of combat. appropriate marker (Union or Confederate) up the number of
spaces on the Loss Track. The markers always start on 0 at the
10.0 RALLY PHASE start of each scenario.
10.1 All of the current players units with rout markers that The casualty marker should be advanced for each infantry,
are in command may attempt to rally. cavalry, or artillery SP loss in combat. The casualty marker
10.1.1 To rally, each unit with a rout marker make a morale should be advanced 1 for each leader casualty in battle.
check with all modifiers applied. If they pass the morale check At the end of the game award each player 1 VP for each
the rout marker is removed. If the unit fails, it keeps the Rout enemy casualty on the track.
marker on it until it’s next turns Rally phase when it may try to
rally again. The player with the most VP at the end of a scenario wins.
10.1.2 It does not further rout as a result of a failed rally
attempt.
10.1.3 Remove all Fired markers from friendly artillery.
11.0 NIGHT TURNS
During scenarios with night game turns units may not enter
an enemy ZOC. Units may fire if they start the night turn
adjacent to an enemy unit. All fire ranges at night are 1 hex.
During night turns with ** stragglers are checked for units
with losses. To check for stragglers each player rolls 1 die for
each of their infantry and cavalry brigades that have taken SP
losses. On a roll of 1 to 5 no stragglers are recovered. On a
roll of 6 to 8 the unit recovers 1 SP. On a roll of 9 to 10 the unit
recovers 2 SP. Reduce the casualties on the Casualty Track.
No unit may recover more SP’s than they began the scenario
© 2022 Worthington Publishing / Old School Wargames
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